/Engine/Plugins/Enterprise/DatasmithFBXImporter/Source/DatasmithFBXTranslator/Public/DatasmithFBXSceneProcessor.h
Split our lights into a parent that is a simple actor and a child light actor. This because VRED has the convention that lights shoot toward -Z, while they shoot toward +X in Unreal. Since we also have Transform variants around, we can't just rotate the node and its children once: We need another node
void SplitLightNodes()